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Rogue Elements Playtest

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May 7, 2026
1:23:46

Game Played: https://tomalexi.itch.io/rogue-elements Thanks to Play2Review.com for the opportunity! Design Suggestions: -Scale the possible damage for traps and slopes based on max hp/level so they still feel impactful at later levels, but also don't completely destroy a fresh run? -Better visibility on how each enemies attack patterns worked to cut down on that initial player learning curve because it took me probably 20-30 minutes before I realized you could avoid enemy attacks. Either some sort of icon, or info on the right hand side that indicates they are prepared to attack the next turn? -I would like to see a more in-depth actual tutorial level that teaches players a little bit about enemy attack patterns, and/or setting players up to see how a "more experience player" might fight an enemy. Like for example, the tutorial starts out with "another player" in the dungeon and you watch that player fight the enemy and you see them move back and forth to dodge their attacks. -Having the basic room be a bit longer, but letting the player start with a health potion or two similar to souls games where you have your flask? I do understand the issue of forcing players to find the strategy rather than brute force fights, but allowing more time for players to experiment each beginner run I think could ease that a lot. -We read these passages as we play, but I wasn't able to interact with anyone being discussed in them. Would love to have "prison cells" or something similar where you can find some of these people alive/dead, and interact or atleast have a one-off dialogue with them. -With the player already being green, also using green for enemies feels awkward at first and makes you think they may be friendly? May want to avoid using the same color as the player for enemies. -utilizing a different icon for the bosses would be appreciated. even if it's just a different shape. -info on enemy hover on the right hand side about how much xp they provide on kill? -the ascii icons 8,0,b,or even 9 infer "potion" to me a lot more than !. -might just be my slight color blindness, but I kept finding myself getting the grass and deep mud icons confused between the two. May want to try and deepen the brown of the mud to make it a bit more distinct and/or differentiate the icon from the grass a bit more. Timestamps- Major: 34:24 Room spawns that you can't leave when entering due to ice. Minor Issues: 10:34 Burning did 13 points of damage in the first room? Felt criminal to me, but afterward realized it was from the grass on fire. Regardless 2 fire damage per tick at level 1 feels too devastating to me. 19:53 Spatterbug, United, Glitterfire? no hover information later more words appear on screen with not a lot of context as to why or what they mean. Going through the entire playthrough I never saw them again. 23:35 Wasn't immediately clear that the mud was causing my moves to step as I was looking at the environment and I see Mud(Shallow). May want to separate the deep mud from the shallow mud on the environment. 28:09 Player immediately spawned beside the boss, and frozen. Basically no chance to act. (I do realize after I had wand of blinking so may have been an intentional test to use that? not sure) 29:19 first room of the dungeon has 3-4x enemies then normal? feels like a weird difficulty spike. 33:22 Fire archer fires at me immediately after opening door? No turn to react. 35:40 one hit from fire deals half my hp? imo feels devastating for a new player. 40:52 Event info pops up at the beginning, but would be appreciated if the info was to stay on screen until event ends/dungeon changes just as a helpful reminder. 44:35 I walk through shallow water while burning, but it doesn't go away. 44:59 It's indicated the rage was deadly, but the reactions don't really tell use who died? 52:25 A jagged rock dealing almost as much damage as being sliced by a knife feels off to me. 1:07:25 I killed 3 enemies during the level before and only got 70xp? 1:15:28 the one plague golem spawns like 12 poison clouds? feels a bit over the top. 1:15:37 I don't have a chance to attack back for like 6 turns against an Ice Wraith. Text Issues: 0:49 Help & Controls menu has inconsistent period usage? Pet peave for me personally to have either all sentences use periods on a page, or don't use them at all. Don't mix them.

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Rogue Elements Playtest | NatokHD